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VRage.Game.VisualScripting.Campaign.MyCampaignStateMachine Class Reference
Inheritance diagram for VRage.Game.VisualScripting.Campaign.MyCampaignStateMachine:
VRage.Generics.MySingleStateMachine VRage.Generics.MyStateMachine

Public Member Functions

void Deserialize (MyObjectBuilder_CampaignSM ob)
 
void ResetToStart ()
 
- Public Member Functions inherited from VRage.Generics.MySingleStateMachine
delegate void StateChangedHandler (MyStateMachineTransitionWithStart transition)
 
override bool DeleteCursor (int id)
 
override MyStateMachineCursor CreateCursor (string nodeName)
 Creates new active cursor. More...
 
bool SetState (string nameOfNewState)
 
- Public Member Functions inherited from VRage.Generics.MyStateMachine
MyStateMachineCursor FindCursor (int cursorId)
 
virtual bool AddNode (MyStateMachineNode newNode)
 
MyStateMachineNode FindNode (string nodeName)
 
virtual bool DeleteNode (string nodeName)
 
virtual MyStateMachineTransition AddTransition (string startNodeName, string endNodeName, MyStateMachineTransition existingInstance=null, string name=null)
 
MyStateMachineTransition FindTransition (int transitionId)
 
MyStateMachineTransitionWithStart FindTransitionWithStart (int transitionId)
 
virtual bool DeleteTransition (int transitionId)
 
virtual bool SetState (int cursorId, string nameOfNewState)
 Set the current state. Warning - this is not a thing that you would like to normally do, state machine should live its own life (based on transition condition). Returns true on success. More...
 
virtual void Update ()
 Update the state machine. Transition to new states. More...
 
void TriggerAction (MyStringId actionName)
 Trigger an action in this layer. If there is a transition having given (non-null) name, it is followed immediatelly. Conditions of transition are ignored. More...
 
void SortTransitions ()
 Sort the transitions between states according to their priorities. More...
 
delegate void StateChangedHandler (MyStateMachineTransitionWithStart transition)
 
 MyStateMachine ()
 
bool AddNode (MyStateMachineNode newNode)
 
MyStateMachineNode FindNode (string nodeName)
 
bool DeleteNode (string nodeName)
 
MyStateMachineTransition AddTransition (string startNodeName, string endNodeName, MyStateMachineTransition existingInstance=null)
 
MyStateMachineTransition FindTransition (int transitionId)
 
bool DeleteTransition (int transitionId)
 
void Update ()
 
void TriggerAction (MyStringId actionName)
 Trigger an action in this layer. If there is a transition having given (non-null) name, it is followed immediatelly. Conditions of transition are ignored. More...
 
void SortTransitions ()
 Sort the transitions between states according to their priorities. More...
 

Properties

bool Initialized [get]
 
bool Finished [get]
 
- Properties inherited from VRage.Generics.MySingleStateMachine
MyStateMachineNode CurrentNode [get]
 
- Properties inherited from VRage.Generics.MyStateMachine
DictionaryReader< string, MyStateMachineNodeAllNodes [get]
 
List< MyStateMachineCursorActiveCursors [get]
 
string Name [get, set]
 
MyStateMachineNode CurrentNode [get, protected set]
 

Additional Inherited Members

- Protected Member Functions inherited from VRage.Generics.MySingleStateMachine
void NotifyStateChanged (MyStateMachineTransitionWithStart transitionWithStart)
 
- Protected Member Functions inherited from VRage.Generics.MyStateMachine
void NotifyStateChanged (MyStateMachineTransitionWithStart transitionWithStart)
 
- Protected Attributes inherited from VRage.Generics.MyStateMachine
Dictionary< string, MyStateMachineNodem_nodes = new Dictionary<string, MyStateMachineNode>()
 
Dictionary< int, MyStateMachineTransitionWithStartm_transitions = new Dictionary<int, MyStateMachineTransitionWithStart>()
 
Dictionary< int, MyStateMachineCursorm_activeCursorsById = new Dictionary<int, MyStateMachineCursor>()
 
CachingList< MyStateMachineCursorm_activeCursors = new CachingList<MyStateMachineCursor>()
 
MyConcurrentHashSet< MyStringIdm_enqueuedActions = new MyConcurrentHashSet<MyStringId>()
 
- Events inherited from VRage.Generics.MySingleStateMachine
StateChangedHandler OnStateChanged
 
- Events inherited from VRage.Generics.MyStateMachine
StateChangedHandler OnStateChanged
 

Detailed Description

Definition at line 7 of file MyCampaignStateMachine.cs.

Member Function Documentation

void VRage.Game.VisualScripting.Campaign.MyCampaignStateMachine.Deserialize ( MyObjectBuilder_CampaignSM  ob)
inline

Definition at line 15 of file MyCampaignStateMachine.cs.

void VRage.Game.VisualScripting.Campaign.MyCampaignStateMachine.ResetToStart ( )
inline

Definition at line 37 of file MyCampaignStateMachine.cs.

Property Documentation

bool VRage.Game.VisualScripting.Campaign.MyCampaignStateMachine.Finished
get

Definition at line 13 of file MyCampaignStateMachine.cs.

bool VRage.Game.VisualScripting.Campaign.MyCampaignStateMachine.Initialized
get

Definition at line 11 of file MyCampaignStateMachine.cs.


The documentation for this class was generated from the following file: